#Character Build
Explore tagged Tumblr posts
Text
obligitory batman like character. the gentleman badass.
this character doesn't have physical superpowers instead he's mastered two distinct mental techniques that better allow him to learn. mainly in an attempt to impress a girl. now the only question is just how far will he be able to push himself?
build under the cut
Man of the New World: (200cp)
"As the world moves on from hitting each other with crude sticks and fists, power begins to change hands.
The strongest man in the room goes from an undoubted leader to mere muscle for the true power, the man with all the knowledge.
A combination of natural prodigy and years of effort gave you a position among Britain’s most vaunted minds. While your most famous talents are focused in a single academic discipline, such as Moriarty and his world-renowned skill with mathematics or an unsurpassed brilliance with biology, you are broadly skilled with many other fields.
From several respected academic paths to the different styles of the arts and even a deep understanding of philosophy, you match the learning in each of what most men try a decade or more to come close to.
Though a touch barbaric, you even indulged in learning a martial style of the empire, having enough experience in boxing or baritsu to knock back-alley heads together without trouble.
It’s made possible with a particular mental technique that allows you to absorb and retain information easily, the creation of a continually expanding ‘memory palace’ style territory within your mind.
Information is easily memorised and efficiently stored, granting the ability to rapidly make connections between even seemingly disparate pieces of data that you have gathered. Knowledge of disciplines you once studied thirty years ago remains as fresh as the new fad you spent an afternoon exploring."
Thought Acceleration: (200)
"Even a human brain operating at peak capacity has its limits - it is, after all, what amounts to biological hardware with set limitations.But what if those limitations could be surpassed?
You are able to accelerate your thought processes to twice their normal speed, letting you quickly multitask and react faster than body and nervous system would normally allow, running calculations and strategies in a blink rather than a minute.
In time, you could even accelerate this to three, or four or more times in speed. However, much like overclocking a computer, this is a stressful technique that is exhausting and, if overused, can burn your brain out like an overheated engine. Practice and careful moderation may let you overcome this, but for now, be cautious in how you use this."
In for a Penny, in for a Pound of Flesh: (200) "Training? Guns? Numbers?
All is for naut against true battle experience.
You have no issue taking on entire armed groups on your lonesome.
The more you kill, the larger groups you can take on, and the stronger individuals you can challenge. With a few wars under your belt, taking on a small army or a stone-skinned monster is child’s play."
Stealth Efficiency: (100)
"The strong rules the weak, so how can the weak defeat the strong? Like how two brilliant NEETs from another universe always say, the weak’s weapons against the strong are their intelligence and strategy, not their power.
Apparently, you learned a different lesson from this ideology: no one, regardless of their power, can prepare themselves from an attack they don’t know is coming, including those stronger than you. Your attacks are twice as effective and powerful when used against an unadvised opponent, but this power boost loses its effect once they perceive your presence.
This is perfect for a first surprise attack to end a fight before it starts, letting even a weaker servant defeat a stronger master."
Stealth expert: (200) "You’re a Master of stealth. You could infiltrate highly armed military bases and no one would ever even know you were there."
Stuntmaster: (100)
"The absolute best part of being a skilled warrior as a Solar Exalt? It’s how your every movement follows with both grace and grandeur, how you become a stuntmaster that makes combat look almost like dancing.
Your attacks become eye-catching and graceful, and while no more effective, your skills in battle will look visually impressive in addition to your already-existing effectiveness. This can also be applied to any sort of skill, power or trade you put effort and enthusiasm into, letting you perform all of your abilities while looking absolutely fantastic doing so."
Stunt Master: (free)
"You are a master of stunting. Any time you try to do something amazing the world will conspire to make your attempted stunt just that little bit more dramatic and incredible. Maybe there just happens to be a rope to let you swing across the ballroom dramatically as you make off with the nobles treasure, or maybe there's just the right amount of handholds and footholds on two opposing walls, at just the right distance from each other, that would allow you to dramatically wall jump your way up.
So long as you strive to do things in an amazing and/or over the top fashion you will be slightly rewarded for doing so, Fate conspiring to make you that little bit better at whatever you're doing because apparently Fate is really fond of over-the-top action sequences. You can still fail when you're doing over the top stuff though, so don't get too out of hand, this just represents a slight-to-moderate increase when you're purposely trying to be amazing. "
Beautiful: (free) "You are very beautiful, guaranteed to be beautiful enough make the majority of the opposite sex think you are hot. This won’t shift your appearance to something you find ugly. "
so the basic idea behind this character is a sherlock holms/ batman like character who's main abilities are mental. his mind palace plus thought acceleration puts him well above street level and his skill with baritsu means he's not a slouch in combat anyways. but his skills in stealth and using surprise to take down his enemies really pushes him to the level of someone like batman, plus like batman he's got plot armor in the form of his stunt master abilities. Everything he does is over the top and stunning to behold. and as he keeps fighting he keeps getting better his skills somehow never hitting a peak letting him fight even superhumans.
his one downside is that he starts off as a kid trying to impress a girl and he never really out grows that. no matter how many years and adventures he has under his belt this character will always find himself in trouble by chasing a pretty face.
He'll also always start young, having to grow into his own body to truly be the force on the battlefield he's destined to be. but because of his more esoteric mental abilities, he's far more than just a brute able to plan and strategize around enemies and react to or predict things, moving faster than human thought. a genius.
This character doesn't need to be the hero. if you think they'd do better as a phantom thief or big bad evil guy, or even just a merc doing work for the highest bidder or prettiest face he'll fit into and thrive in any situation.
@heliosthegriffin i'm picturing this as an alternative Shadow Knight, but this jaune learnt mental abilities rather than trying to out fight the Grimm learned how to go all in on the advantages he has. Still having neo as his assistant and having a less heroic and more mercurial bent to him, he's just trying to keep his girl entertained after all.
@weatherman667 @howlingday how would you two use a character like this?
i like the idea of a guy who gets mental powers but thinks he's stuck being a street level hero for the rest of his life, un aware that he's constantly taking on threats that the heavy hitters just can't handle because they're too big to find the root cause of the villainry of the city.
20 notes
·
View notes
Text
Almost ready for Castorice!
Still working on that rope but at least the rest is looking decent now.
14 notes
·
View notes
Text
How to play a real genuine werewolf in core 5e (so you don't have to resort to blood hunter).
Step 1) warlock. Undead patron.
Hear me out. Form of dread transforms you to reflect your patron. Your patron is a werewolf lord. RAW, werewolves are "humanoids", yes. However, mythologically, they tend to fall under undead as often as they don't. Or if you want a real comparison, Discworld werewolves are undead differently alive.
But the transformation grants you temp hp, a fear effect, and immunity to the frightened condition.
Step 2) invocations - beast speech and anything else you want, I suggest cloak of flies.
Beast speech is pretty obvious. You're being a beast cursed person, you can speak to beasts. Cloak of flies is because you will probably be melee. But also your second invocation will change later.
Step 3) pact of the blade
For this simple reason. Natural weapons available to the player are considered weapons. Therefore, you can summon them as a pact weapon. And you are going to be taking the claws from beast path barbarian form of the beast feature. These claws deal 1d6, but they double up. Every time you use one for an attack action, you can "take one additional claw attack as part of that same action." This will come back later.
And since you've leveled up to 3, you can swap invocations. You can pick up improved pact weapon. This makes your hands a +1 magic weapon.
Step 4) level 4, split paths
At 4th level, you take a feat (hopefully you didn't need the ASI) and it should probably be one of these:
+ slasher (TCE) Dex or Str up, reduce speed on claw attacks, and impose a round of disadvantage on a target you crit on.
+ fighting initiate (TCE) you get a fighter fighting style. I would select unarmed. And this would be a discussion with your GM, but it can potentially make your claws a d8 weapon instead of d6. It also lets you do automatic damage to creatures you grapple. Otherwise you can grab superior technique (but at that point you should be doing martial adept, not fighting initiate) or two weapon fighting which I would argue let's you off-hand with your claws.
+ Tough (PHB) this is self explanatory. You wanna be a brawling warlock? You need hit points.
+ eldritch adept (TCE) which is also self explanatory. You get an extra invocation. Always useful. Especially with pact of the blade.
+ fey touched (TCE) you get a cha +1 and misty step and then either hunter's mark or hex (and you get these spells as learned and as a freebie)
Step 5) level 5 new invocation
Not going to beat around the bush. Thirsting blade. If you were smart, you have fighting initiate and either deal 1d8s or get an extra 1d6 off-hand. With thirsting blade you get to do something cheeky. Remember how I said that additional attack with the claws would be coming back? You get extra attack. But the claws specify an "additional" attack as part of the attack action. That means 3 swipes at a d8 with unarmed style or 3 attacks and an off-hand swipe with two-weapon fighting.
If you picked up eldritch adept at level 4, you can also swap that extra invocation to eldritch smite.
Step 6+) it all works out pretty naturally from here. You can get some fun spells to augment your werewolfishness and damage output (spirit shroud is super good, so are mirror image and armor of agathys), some items like the insignia of claws from hoard of the dragon queen, and you can keep stacking feats as you get ASI (or if you picked variant human/custom lineage and start with a feat you have more options).
But also, at this point if you haven't asked "why not just play path of the beast barbarian?" I'm going to tell you now. You get more hit points, yes. But you don't get spells, you have less versatility and utility, and you scale slower. It's also just so much more fun to do it the weird way.
95 notes
·
View notes
Text
Thought this was funny
People can borrow my boothill I'm so close to the sun I just need to max out all his relics and ong 25 percent more and I win in life
24 notes
·
View notes
Text
Oblivion Remaster Character Build:
Gorzod the Orc!
I got the Oblivion Remaster today. I didn't plan on getting it. I didn't plan on wanting it. I didn't plan on buying a brand new Xbox just so that I could get it, because I wanted that much. Oblivion was my introduction into TES and a huge part of my teenage years. My first ever character, Shenkin Arsecandle, was also not planned out. His silly name is an indication of how serious I was taking role playing at the time. This time round I'm a huge fan of role playing and know more about Tamriel than I do about my home country, so let's fucking go!
Gorzod gro-Shenkin (Gorz)
Backstory: Gorzod's mother, Urzgoth gra-Khaz, was born in Orsinium, now recognised by Uriel Septim as a proper province and the Orsimer as proper subjects of the Empire, so Urzgoth had a new "city orc" outlook. Nonetheless, she was sent off to a Stronghold in the Wrothgarian Mountains to marry a chief, in the old Orc fashion. She considered running away to join the Legion, as many city Orcs had done, she could Smith for them. But she couldn't dishonour her family like that, so she married Chief Shenkin gro-Thar and became his smith wife. She gave him a son, Gorzod.
When Gorz was a child an Orc called Muzgob challenged Shenkin for leadership and killed Gorzod's father in front of the whole Stronghold. The new chief Muzgob was not kind to Gorz or his city Orc mother. Many years passed and Gorz learned Armourer skills from his mother. Gorz made a fine great sword. One day, Muzgob declared he would take Urzgoth as one of his wives, to save her from this fate Gorz challenged Muzgob. Gorz used his great sword, Muzgob laughed and beat Gorz with his his bare fists. Muzgob beat Gorz, but when it came to the killing blow Gorz couldn't look him in the eye. Disgusted with Gorz, Muzgob refused to kill him, he kept his sword and banished him to live with the shame he had brought on himself, a fate worse than death for an Orc.
Battered, humiliated and alone, Gorzod couldn't bare the shame of going to Orsinium or another Stronghold to be with his people. He decided to do what his mother once considered, joining the Legion as a smith, so he headed to Cyrodiil. He never did join the Legion though... Drinking to numb the pain turned into drinking to drown his sorrows, and by the time he reached the Imperial City he was just drinking to stay drunk.
He awoke one morning face down in a prison cell, no memory of what he did to land himself there, but he could easily imagine. This was rock bottom. Sick from the hangover, imprisoned in rags, a poncy grey skin hurling insults at him from the adjacent cell adding to the shame of his failure and banishment. He swore an oath to Malacath given the opportunity for redemption he would raise himself out of this pit and restore his honour, no matter what...
Skills: creating a custom class, the important skills to focus on are Armourer, Blade, Heavy Armour, Block and Hand to Hand. It may seem strange to specialise in two melee styles but Gorzod's experiences will push him to master the sword he once failed wield and unarmed, because if he ever does get the chance to return home, he will kill Muzgob with his bare hands.
#oblivion remaster#oblivion remake#oblivion npc#oblivion memes#tes 4 oblivion#oblivon#the elder scolls oblivion#oblivion#elder scrolls#elder scrolls memes#skyrim#elder scrolls morrowind#skyrim memes#truestl#tes 5 skyrim#the elder scrolls 6#the elder scolls online#tes lore#knights of the nine#tes 5#tes#tes 6#original character#character design#Oblivion character build#character build#skyrim character#skyrim character build
4 notes
·
View notes
Text
My D&D 5e Character Build for Alastor
Yep, Alastor was tricky to build.
Alastor, the mysterious Overlord benefactor who protects the Hazbin Hotel, but has ulterior motives we have yet to discover. Always grinning, and always there when you need him and when you don't want him around.
Lost post below with spoilers.
Stats (In order from Top to Lowest)
Charisma: Top Stat Alastor is the Radio Demon, Hell top Radio Host for a reason. We want this as high as possible.
Wisdom: 2nd Highest Alastor seems to notice when someone is hiding something from him. Such as Carmine Camilla at the Overlord meeting and whenever Vaggie is irritated.
Dexterity: 3rd Highest Alastor was able to dodge Adam's sloppy attacks with ease.
Constitution: 4th Highest Alastor had to retreat after a brutal hit from Adam.
Intelligence: 5th Highest Alastor isn't dumb, but he relies on his power and manipulation to get what he wants.
Strength: Dump Stat.
You're never fully dressed without a smile.
Race
For this build, we're going to go with Variant Human.
Put a point into Charisma and use the other point to round out any odd number score.
For the Feat, take War Caster. This will let Alastor roll his concentration with advantage and he can cast a spell instead of melee attack.
Selection Insight for skill proficiency.
As for Background, choose Entertainer which nets Alastor proficiency in Performance and Acrobatics.
First appearance of the Radio Demon
We're going to start with Warlock. Season 1 revealed Alastor answers to another power, whom I suspect is the source of his power. Hence a patron, and Warlocks spell modifier is their Charisma.
Level 1 - Warlock 1st Level
Saving Throws are Charisma and Wisdom.
Skills Proficiencies, choose Deceptions and Intimation
Alastor gets two cantrips and two spells. I'm going to choose spells based on the powers we've witnessed him use and based on his personality.
Cantrips
Eldritch Blast - (This is a must have for Warlocks. Flavor it anyway you like). A spell range attack for 1d10 force damage. The damage goes up as Alastor levels up in.
Toll the Dead - an enemy Alastor can see within range must make a Wisdom saving throw or take 1d8 necrotic damage. If the enemy is missing any hit points, it takes 1d12 instead. The damage goes up as Alastor levels up.
Spells
Arms of Hadar - This is right up Alastor's alley. Dark tendrils erupt in a 10 ft radius. Any creature in the area must make a Strength saving throw; on a failure, they take 2d6 necrotic damage and cannot take any reactions that turn. On a success, they only take half damage, but not other effects.
Hex - Alastor can select an enemy to take another 1d6 necrotic damage whenever damaged by an attack. Alastor can also choose an ability for the target to have disadvantage on checks with that ability.
Alastor's true face?
At level 1, Warlocks choose their patron. Since we don't know who Alastor has a deal with, I'm choosing the most appropriate patron for this build.
Patron: The Undead
Form of Undead - as a bonus action, Alastor can change his form for 1 minute for the following benefits:
Gain temporary hit points equal 1d10 + Warlock Level
Once during a turn, if Alastor hits an enemy, he can impose an Wisdom saving throw, on a failure, they become frightened of him until the end of his next turn.
Alastor becomes immune to the frightened condition
He can transform as many times as his proficiency bonus which refreshes after a long rest.
He also gains two spells added to his spell list.
Bane - Alastor can select up to three creatures who must make Charisma saving throws. On a fail, they must roll a 1d4 and subtract the number from any attack roll or saving throw until the spell ends. (This will be very useful as a lot of Alastor's spells and abilities depend on targets failing saving throws).
False Life - Alastor can bolster himself with 1d4 + 4 temporary hit points.
Alastor has a habit of unnerving people.
Level 2 - Warlock 2nd Level
At this level, Alastor gains Eldritch Invocations.
Agonizing Blast - adds Charisma modifier to damage roll for Eldritch Blast
Armor of Shadows - cast Mage Armor at will (adds 13 + Dex modifier) for AC so long as Alastor isn't wearing armor.
He also gains a new spell.
Charm Person - a target that fails a Charisma saving throw is charmed by Alastor who views him as a friendly face.
And more spells from his patron.
Blindness/Deafness - Alastor chooses a target that must pass a Con save or be blind or deafened.
Phantasmal Force - Alastor creates an elaborate illusion to fool enemies who must make an Intelligence save to see through it.
Level 3 - Warlock 3rd Level
This level Alastor gains Pact of the Talisman. Assume it's his radio staff which lets him roll a 1d4 and add the result to a failed saving throw. It can be done equal to his proficiency bonus and refreshed after a long rest.
Alastor gets a new spell:
Flock of Familiars - For one hour, Alastor can summon three familiars to do his bidding.
From his patron, he also gets the spells Phantom Steed and Speak with Dead. Not anything we've seen him do before, but better to have than not have.
Alastor always has a smile, even when he's pissed.
Level 4 - Warlock 4th Level
Ability Score Improvement - Put both points into Charisma to buff up Alastor's spell casting and Charisma checks.
New spell - Misty Step: as a bonus action, Alastor can teleport himself 30 ft.
He also gains two more spells from his patron:
Death Ward - Alastor can touch an ally and give it protection from death. When the ally drops to 0 hits points, instead they remain standing with 1 hit point.
Greater Invisibility - Alastor or an ally he can touch can go invisible for one minute.
Level 5 - Warlock 5th Level
Alastor get a new Eldritch Invocation:
Maddening Hex - When using the Hex spell, Alastor can use a bonus action to deal psychic damage to the target and any creature within 5 ft of it. The damage equals his Charisma modifier so long as the target is within 30 ft.
Alastor receives a new spell.
Hunger of Hadar - Alastor creatures a space of darkness and tentacles in a 20 foot radius. Any creature starting their turn there takes 2d6 cold damage.
From his patron, Alastor receives two more spells.
Antilife Shell - A barrier surrounds 10 ft radius of Alastor, protecting him from melee attacks.
Cloud Kill - Alastor creates a 20 radius cloud forcing any creatures within it to make Con saves or take full 5d8 poison damage. Half on a successful save.
Level 6 - Warlock 6th Level
Another boon from his patron, Grave Touch, Alastor can replace a damage die with necrotic damage. When he is in his Form of Dread, he can add an extra die of necrotic damage on a sucessful hit.
New spell: Summon Shadowpawn - Alastor can summon a shadowy spirit to aid him in battle.
Old pal . . .?
We're leaving Warlock behind to go into Sorcerer which uses Charisma as a spell modifier as well. It will also net Alastor more spells as well as Sorcery Points to cause major damage to enemies.
Level 7 - Sorcerer 1st Level
For Sorcerous Origin, we're going with Shadow Magic for good reason.
Alastor gets Eyes of the Dark which gives him Darkvision of 120 feet.
And he gets Strength of the Grave, when Alastor's hit points get reduced to 0, he can make a Charisma saving throw (DC 5 + damaged taken). On a success he can retain 1 hit point. This ability cannot be used if the damaged taken is radiant or a critical hit. He can use this ability again after a long rest.
At first level Sorcery, Alastor gains four new cantrips and two spells from the Sorcerer's spell list.
Cantrips
Mage Hand - a shadowy hand Alastor controls can manipulate objects.
Chill Touch - a spell attack that deals 1d8 necrotic damage and prevents target from regaining hit points that round of combat.
Friends - gives Alastor advantage on any Charisma checks against the target.
Message - Alastor can whisper a message only the target can hear within 120 ft.
Spells
Comprehend Languages - Alastor can understand any language in spoken or written word.
Chaos Bolt - A mass of chaotic energy hits a target for 2d8 + 1d6 damage for random damage type.
The Radio Demon . . .
Level 8 - Sorcerer 2nd Level
Alastor gains Font of Magic. He receives two Sorcery Points and gains more as as he levels up. These points can be used as a bonus action to create spell slots and/or convert a spell slot into Sorcery Points.
He also gets a new spell: Magic Missile - he launches magical darts that won't miss hitting their target, dealing 1d4 + 1 force damage.
Level 9 - Sorcerer 3rd Level
With Metamagic, Alastor use Sorcery Points to twist magic in his favor and devastate his enemies. Choose the follow:
Quickened Spell - spending 2 Sorcery Points lets Alastor cast a spell requiring an action, to be a bonus action instead.
Heightened Spell - when Alastor casts a spell that requires the target to make a saving throw, he can spend 3 Sorcery Points to impose a disadvantage on the roll.
Shadow Magic grants him the Darkness spell. He can create a magical darkness for a 15 ft radius that not even creatures with darkvision could see through nor can non-magical light illuminate the area. If Alastor uses Sorcery Points to create it, he can see through it.
New spell from the Sorcerer spell list: Enlarge/Reduce - Alastor can choose a target (himself) to increase his size.
Alastor protecting the hotel.
Level 10 - Sorcerer 4th Level
Ability Score Improvement - Both points go into Charisma to max it out, making Alastor's spells more lethal.
New cantrip: Thunderclap - Alastor creates a burst of sound around 5 ft of him, forcing creatures to succeed on a Con save or take 1d6 thunder damage.
New spell: Chromatic Orb - Alastor creates an orb of a chosen type of damage; on a hit it deals 3d8 damage.
Level 11 - Sorcerer 5th Level
Alastor now has Magical Guidance; he can spent a Sorcery Point to reroll a failed ability check, but must take the second roll.
New Spell: Fear - Alastor creates a phantasmal image of a creature's worst nightmare. Creatures in a 30 ft cone must make a Wisdom save or be frightened.
Level 12 - Sorcerer 6th Level
Since Alastor likes summoning darklings to do his bidding, he gets an ability that lets him summon something special.
Hound of Ill Omen - as a bonus action he can spend 3 Sorcery Points to summon a shadow hound with the dire wolf stats.
New spell: Thunder Step - Alastor can teleport himself within 90 feet. Immediately after he leaves a space, each creature within 10 ft of that point must make a Con save or take a full 3d10 thunder damage or half damage on a success.
Alastor summons an armor of shadow creatures.
Level 13 - Sorcerer 7th Level
Alastor gets a new spell: Conjure Shadow Demon - Alastor summons a shadow to fight for him. As long as the creature is in shadows or dim light and can attack enemies, it'll obey Alastor. If the requirements are not met, then Alastor must make a Charisma check to keep it under control.
Level 14 - Sorcerer 8th Level
At this level, Alastor can do an Ability Score Improve, with points going into Charisma, but if it's already maxed out, Alastor should take a feat instead.
Choose Metamagic Adept - This will give Alastor an extra 2 Sorcery Points and two Metamagic options. Choose the following:
Seeking Spell - If Alastor fails on a ranged attack spell, he can spend 2 Sorcery Point to reroll and take the second result.
Subtle Spell - spending 1 Sorcery Point lets Alastor cast a spell without any somatic or verbal components. (Like when he snapped his fingers and shadow demons appeared to fix the hole in the hotel).
He also gets a new spell.
Spirit of Death - Alastor can summon a reaper to help him in battle until he dismisses it or its reduced to 0 hit points.
Alastor uses magic to change people's appearances.
Level 15 - Sorcerer 9th Level
Alastor gains a new spell: Seeming - Allows Alastor to change the appearances of targets such as changing them into early 1900s outfits.
Level 16 - Sorcerer 10th Level
Alastor gains two more Metamagic options. Select:
Empowered Spell - when Alastor rolls for damage with a spell, he can spend 1 Sorcery Point to reroll any damaged equal to his Charisma modifier and take the second result.
Transmuted Spell - Alastor can spend 1 Sorcery Point to change the damaged type of a spell to acid, cold, fire, lightning, poison, or thunder. Really useful if the enemy is vulnerable to any of those types of damage.
Alastor gains a new spell: Enervation - A black tendrils extends from Alastor to touch a target to drain their life. The target must make a Dex save to take only 2d8 necrotic damage, on a failed save the target takes 4d8 necrotic damage and until the spell ends, Alastor can use an action to deal another 4d8 necrotic damage each turn. When the spell ends, Alastor regains hit pints equal half of the damage the target had taken.
He also gains a new cantrip: Acid Splash - Alastor hurls a bubble of acid forcing target to make a Dex saving throw. On a failure, they take 1d6 acid damage. Damage die goes up as Alastor levels up.
Alastor using big magic to protect the hotel.
Level 17 - Sorcerer 11th Level
Alastor gains a new spell.
Circle of Death - Alastor creates a sphere of negative energy, each creature within the circle must make a Con save. On a failure they take 8d6 necrotic damage or half damage on a successful save.
Level 18 - Sorcerer 12th Level
This level Alastor gains Ability Score Improvement. If Charisma isn't already maxed out, go ahead and max it out. If it is, then let's take a feat.
Observant - increase Alastor's Wisdom score by one and adds +5 to his Passive Wisdom (Perception) and Passive Intelligence (Investigation) scores. And he can now read lips.
Level 19 - Sorcerer 13th Level
Alastor gains a new spell, Finger of Death - a spell attack forcing a target to make a Con saving throw. On a failure they take 7d8 + 30 necrotic damage. On a successful save, they take half damage. If a creature is killed by this attack, they instantly come back as a zombie under Alastor's command.
Level 20 - Sorcerer 14th Level
From Shadow Magic Alastor gains Shadow Walk. When Alastor is in dim light or darkness, as a bonus action, he can teleport up to 120 ft to another point in dim light or darkness.
And to top off this character build, Alastor gets one more spell.
Power Word: Pain - Alastor's utters a word of power to cause intense pain to an enemy. If the target has less than a 100 hit points, it experiences crippling pain. Crippling pain reduces the target's speed to 10 and has disadvantage on attack rolls, ability checks, and saving throws, save for Con saves. If the target attempts to case a spell while under this spell's effect, they must make a Con save to do so. On a failure, the spell is wasted. The effects of Alastor's spell ends until the target succeeds on a Con save at the end of one of its turns.
Alastor is a powerful being of shadows and fear.
And there you have it. With powerful Warlock spells he refreshes after a short rest, paired with even more powerful Sorcery spells enhanced with Metamagic, Alastor is a forced to be reckoned using shadows and necrotic spells to cause the denizens of Hell to fear the Radio Demon.
23 notes
·
View notes
Text
Stolas 5e Build
The Barnaby post did so well that I decided to go ahead and make a Stolas build as well. 1. Lineage - Winged Tiefling Owlin again for obvious reasons. Alternatively, you could go for the winged tiefling option and reflavor your appearance as an owl. 2. Class - Wizard/Scribes So Stolas powers as far as we have seen them are demonic, celestial and tied to a grimoire. That gives us a few solid options for classes the obvious being Wizard, Warlock, and Cleric with honorable mention to a single subclass of Druid. Wizard and Warlock both can use spellbooks and have access to a lot of the starry/spacey spells as well as creepy/demonic spells. I'll admit, Warlock and Wizard also hedge out the others a bit in my mind for their access to the Flesh to Stone spell. For Wizard Subclasses I would recommend Order of Scribes or Divination School. Order of Scribes really is just Wizard+ allowing to squeeze everything you can out of your spellbook and really helps shine how important the Grimoire is. Divination school fits the scrying we've seen Stolas do in the past, but doesn't give a lot of star flavor otherwise. For Warlock, Pact of the Tome is a given with Fiend Patron being an obvious choice to represent getting his position and power from the Ars Goetia. The Great Old Patron also stands out for it's expanded spell list and the ability to make thralls, befitting the possession Stolas did while in the human world. For Cleric we've got solid choices in Knowledge Domain and Twilight Domain with his god assumedly being Asmodeus (in D&D/Forgotten Realms terms). Knowledge domain fits gleaming supernatural knowledge from the stars, but Twilight Domain has really strong flavor for night and shadow thats difficult to discount plus the subclass is among the game's most powerful. Finally for Druid, Circle of Stars has the strongest starry flavor in the game but the spell list, lack of demonic flavor, and ties to nature just don't scream Stolas to me.
For the purposes of this build I'm going with Order of Scribes Wizard, but any of these options fit the character and have different pros and cons behind them.
3. Background - Noble The Noble background is stand-out choice for Stolas, not much to be said here. 4. Skills For his Wizard Skills I think Arcana and History are the best choices. With the Noble background he gets Persuasion automatically and for it's pure utility I would grab Perception. 5. Stats With +2 Intelligence and +1 Dexterity from Variant Tiefling (Origins) and using point buy I would distribute his stats as follows: Str - 8 Dex - 14 Con - 12 Int - 16 Wis - 12 Cha - 16 Stolas is described as a "scrawny twig ass" by Stella, leading me to believe that most of physical stats are rather poor. Str as our dump stat and only okay Con, we pump Dex for AC and move on. Int is our casting stat so we prioritize it over all others, with finally a middling Cha and a low Wis. You could swap Wis and Cha around tho, and I'd believe you as he has both been a poor read of people and not very personable. 6. Spells Assuming spells for a 3rd level character, here are my recommendations. You want spells that are spooky or starry in flavor, plus just general utility. For Cantrips I'd grab options like Mage Hand, Prestidigitation, Minor Illusion, Dancing Lights. For damage, I'd grab at least one attack roll cantrip such as Ray of Frost or Firebolt and out thematic one such as Toll the Dead or Mind Sliver. If you take Magic Initiate at 1st level you can focus on Wizard's utility cantrips and pick up your damaging options from the feat. As Wizard, Stolas could know any number of spells through spell scrolls and the like. As always choices like Detect Magic, Identify, Magic Missile, Mirror Image, Mage Armor and Shield are just plain useful. For thematic options you want spooky and starry so things like Augury, Shadow Blade, Tasha's Mind Whip, Hold Person, etc. For things we've seen Stolas actually do, Tasha's Hideous Laughter, Misty Step, Disguise Self, Darkness and Cause Fear stand out me. 7. Feats (Optional) If your GM allows Feats at First Level, then you have some solid options here. For plain utility Tough and War Caster are solid options. If you went with Variant Tiefling for your lineage, Infernal Constitution is also great as it gives you a lot of resistances for a squishy wizard. For build/fun stuff, Magic Initiate (Wizard/Warlock) are a solid choice to get even more spell options. If you take Warlock in particular, grab Eldritch Blast as the best damage dealing cantrip in the game and one of the options I mentioned in the Spell section. For the 1st level spell, Hex, Hellish Rebuke, Cause Fear and Arms of Hadar stand out to me as good flavor or just useful. Finally, Telekinetic, Telepathic, Shadow Touched, Metamagic Adept and Eldritch Adept can also be fun choices to get more ways of manipulating your spells/options.
for Eldritch Adept in particular, Eldritch Mind, Devil's Sight and Armor of Shadows stand out as very solid options for Stolas. Eyes of the Rune Keeper is flavorful and on theme even if it is more situational.
20 notes
·
View notes
Text
#DND #DungeonsAndDragons players & #XFiles fans, if you were making a traveling PI, profiler, conspiracy theorist named Wolf Mudder based on Mulder, what class would you make him? #FoxMulder #DNDCharacterBuild #DNDCharacters #TheXFiles
#my post#dungeons and dragons#xfiles#the xfiles#dnd#fox mulder#dnd character build#character build#dnd characters#my asks#asks#dnd class#my thoughts#thoughts
5 notes
·
View notes
Text
The way I am in love with my gambit cyberpunk build
3 notes
·
View notes
Text
Path of the Beast - Mutations/Adaptations
One of my favourite things about D&D (and other mechanically dense TTRPGs) is when you get your character concept and character build to complement one another. AKA Ludonarrative Synchronicity, AKA That Good Shit (tm). And I've had an absolute blast doing that with Thrash and his Path of the Beast Barbarian build. The campaign has been a great mix of fantasy, horror and D&D shenanigans, perfect for playing my angsty, cursed mess of a character. He still hasn't discovered the true nature of the monstrous form he was cursed with (mechanically he's a bugbear), but its defining traits are instinct and adaptability. In other words, when a dangerous situation arises, he mutates involuntarily in a way that helps him survive. Technically his form only changes when he rages or takes a rest, but I had so much fun with that idea we decided that it happens in smaller ways whenever he uses another ability. A larger snout for tracking things with Perception/Survival, a more simian shape when he needs to climb with Athletics, that kind of thing.
And since I've been doing more art trades with @werelocke, I have now have some sketches to represent those changes! So here they are, mostly for my own reference but maybe other character building / monster character aficionados will enjoy :)
Swimming
"You gain a swimming speed equal to your walking speed, and you can breathe underwater."
One of the three 'Bestial Soul' options you can choose from every short/long rest with Path of the Beast, gained at Level 6.
Kinda situational but I really like being able to move through difficult environments easily. It's fun to imagine him using the 'jaws' mutation to bite and grapple an enemy, then do scary crocodile death roll.
Climbing
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
One of the three 'Bestial Soul' options you can choose from every short/long rest with Path of the Beast, gained at Level 6.
At first I was thinking lizard/gecko for climbing, but I think a more monkey-like form adds a bit more variety.
Leaping
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
One of the three 'Bestial Soul' options you can choose from every short/long rest with Path of the Beast, gained at Level 6.
I'm so impressed with @werelocke's art for this one. It's so scary! Even though this form is mostly just for leaping, I think it's super cool. It may sound kinda niche, but the ability to jump 20+ feet from a standing start is really huge for getting around the battlefield quickly.
Tracking
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
Part of the 'Natural Explorer' ability gained by Rangers at Level 1.
Thrash has decent Perception/Survival for tracking, wilderness survival, etc, but it was only recently that he got really good at them when the DM decided to give each of us an ability from a different class as a homebrew thing.
To me, this represents him finally learning to understand what his new instincts are telling him whenever he's outdoors, what all those intense sounds and smells and instincts actually mean.
Spotting Predators
Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
As part of the bonus action you take to enter your rage, you can move up to half your speed.
Core Barbarian abilities 'Feral Instinct' and 'Instinctive Pounce', gained at Level 7.
'Fight or flight' is a big part of this character's mindset. He's a little like the Hulk; he has this side of him that he's scared of and can't really control, but it mostly just wants to protect him/itself. Except rather than anger, he's way more driven by fear. And it can be fun to play act a bit twitchy/paranoid and 'pounce' into action when a fight starts!
#my posts#d&d#dungeons and dragons#dnd#ttrpg#d&d character#barbarian#thrash#werewolf#monster#monster art#commissioned art#transformation#beast#beastman#character building#character build
7 notes
·
View notes
Text
#rpg#gaming#pathfinder#dnd#ttrpg#tabletop#fiction#barbarian#Conan#Kull#sword and sorcery#character build#history#martial#class
2 notes
·
View notes
Text
Alright, Pathfinder 2e build time again. This time - Gambit.
Gambit as a design is tricky for most systems built for heroic fantasy RPGs, even ones embracing a kitchen sink setting. It's probably easiest to just reskin regular old spellcasting as throwing cards, but this is an attempt at making it work within mechanics.
So we're going to follow Pathfinder ABCs
Ancestry - Human - Versatile Heritage (Human doesn't do much special, but the Versatile Heritage gives us a free Level 1 feat that we'll take for Fleet for an extra 5 ft. of movement per action because moving farther is always good and appropriate for Gambit)
Background - Criminal (Obviously, it's Gambit, but this also gives him proficiency in Stealth, Criminal Underworld Lore, and a feat that makes him a better smuggler)
Class - Magus (Magus is a class that fights with weapons, can cast limited spells, and more importantly can channel spells into their attacks.)
Hybrid Study - Starlit Span (This is our Magus subclass - this one makes our coolest Magus abilities centered around ranged attacks. Early on, these will be Throwing Knives and occasionally channeled into our staff, but later on, we'll switch over to mostly our cards.)
Ancestry Feat - General Training - Pickpocket (This is an ancestry feat that gives us an extra general feat. We'll take Pickpocket to continue leaning into our Thieves' Guild Gambit)
Ancestry Paragon Feat - Natural Ambition - Magus' Analysis (This is an ancestry feat that gives us an extra Level 1 Class feat. This one gives us bonuses to Recall Knowledge (i.e. figure out info) about a target we've already hit and if we succeed, we get another use out of our Spellstrike. Handy.)
With our Attribute Boosts we end up with Str +0, Con +1, Wis +0, Dex +4, Int +1, Cha +3. This isn't an amazing spread, but we throw and attack with Finesse weapons very well, and are quite charming. We'll want to keep raising our Int, to improve spell damage, but we should be attacking or Spellstriking way more often than casting spells.
Take Skill Training in Diplomacy, Thievery, and Acrobatics, because of course, it's Gambit.
Level 2 we take Expansive Spellstrike as our Class Feat. This expands what kind of spells we can use in our Spellstrike to include spells with areas of effect.
Take the Skill Feat Bon Mot so you can fling Marvel one-liners at enemies during combat to mess with their Will Saves and Perception.
Pick Rogue as our Free Archetype. This gives us a new Skill Feat. We take Subtle Theft to keep getting better at Pickpocketing.
For our two Skill Trainings we take Deception and Occultism. Someone that knows about the X-Ternal probably knows Occultism too right?
For Level 3, we can go ahead and boost Thievery to Expert because, why not. It fits.
For our Ancestry Paragon feat, take Courteous Comeback. It lets you reroll failed Diplomacy checks pretty infrequently, but it fits flavor with backhanded Cajun compliments.
Then take Arcane Sense for the general feat because why wouldn't you want an innate Detect Magic?
Finally, at Level 4, being Gambit finishes coming online. We take Force Fang as our Class Feat, which gives us a new focus spell that lets our ranged attack basically be a 1 action magic missile.
Our Free Archetype is the important one. We take Fouberie which lets us two hand a deck of cards and enter a card throwing stance, state whether they are being used as daggers or darts, and now we're wielding 52 throwing weapons. (To note, I see no issue stating these are throwing knives, but that's GM choice)
And for Skill Feat, take Concealing Legerdemain so we're even better as a smuggler, concealing items hidden on our person via sleight of hand.
And that's really the bulk of it. Our card stance keeps us from entering Arcane Cascade, which would let us color our normal strikes with the previous spell's damage, but we're more focused on chucking cards, dancing around, and spell striking with our cards whenever we can.
Later levels let us take other Rogue feats like Strong Arm to increase card throw distance and Quick Draw if we need to break out our cards or melee weapon in a pinch. (I recommend taking a Whipstaff. It's an uncommon Level 0 weapon, so generally viable for starting character with GM permission. Once you show them what you're doing, they really shouldn't raise a fuss unless they're boring.)
Other than that, I mean, the rest is up to you. You've already got a passable heroic fantasy Gambit. Now it's just your choice on how to be even better.
17 notes
·
View notes
Text
Here's @captainnait's Schmitty as a MDickie character's all builds in Old School by MDickie:
Identities and Appearance:
(I don't know his age, So If anyone know his canon age, please comment.)
Outfit:
Builds (face/head/beard, hairstyle, clothes, arms, legs, footwears):
( @captainnait, I didn't steal your silly Schmitty, I just like MDickie games, So that's why I created your silly Schmitty as a MDickie character.)
(Game name: Old School by MDickie)
#jackbox games#character build#josh schmitty schmitstinstein#silly Schmitty#schmitty jackbox#mdickie#old school mdickie#builds#for my moots#sigma male
3 notes
·
View notes
Text
1st Game - Fabula Ultima: Femme Tank
All right, for the first game I considered doing something else, but realized I have a TTRPG that is intending to reproduce JRPGs. Unfortunately my group did not quite enjoy the combat of this game the concept and character creation is still pretty cool.

I'm using the core book. There is a "High Fantasy" update which might have a couple of good add-ons, but don't have the money to pick it up just at the moment.
The steps are as follows:
Step One - Identity
For identity, I'm going to go with "A sweet girl who will protect others to her last breath."
Step Two - Theme
For theme, I'm choosing from the suggested list and considering either Hope (hope for a better world) or Justice (side with the weak and defenseless). I think Hope probably feels the best here.
Step Three - Origin
This is another short sentence and I think I'm going to go with "Blessed mountain village".
Step Four - Classes
Okay, Fabula Ultima characters start at level 5, which basically means we start with five skills. These levels can't all be in the same class, but they can't be drawn from more than three classes. (You will only get your fourth class when you master one class by hitting level 10)
In this case, I'm going to go with three classes:
Fury - 1 Level: Provoke 1
Guardian - 2 Levels: Fortress 1, Defense Mastery 1
Orator - 2 Levels: Condemn 1, Encourage 1
Step Five - Attributes
We have three options of spreads:
Jack of All Trades - d8 to everything
Balanced - d10, d8, d8, d6
Specialized - d10, d10, d6, d6
For this case, I think I'm going to go with Balanced and do the following:
Dexterity - d6
Insight - d8
Might - d10
Willpower - d8
Step Six - Figured Characteristics
Now we calculate figured characteristics.
Let's start with Hit Points and we figure that with:
Total Character Level (5)
Five times Maximum Might Die (50)
Having any levels of Fury grants 5 bonus HP
Having any levels of Guardian grants 5 bonus HP
Each level in the Fortress skill increases HP by 3. (3)
So the total is 68 HP
Next, we'll go for Mind Points, this works similar:
Total Character Level (5)
Five times Maximum Willpower Die (40)
Having any levels of Orator grants 5 bonus MP
So, the total is 50 MP
Defense is based on your maximum Dexterity die. 6 in this case.
Magic Defense is based on your maximum Insight die. 8 in this case.
Initiative modifier by default is 0.
There are also Inventory points, spent to draw potions and stuff out as you need them. Rather than keep a precise list of such things, you just spend Inventory points and say "I have a healing potion" Inventory points generally are recovered from some treasures or can be recovered at a shop by spending money. Characters start with 6 and this tends not to go up unless you get one of the classes or skills that increase it.
Step Seven - Starting Gear
We have 500 zenit (the game's currency) and due to our classes, we're able to equip Martial Weapons (Fury), Martial Armor (Guardian and Fury), and Martial Shields (Guardian).
I'm going to buy two items: runic plate (cosmetically renamed to be "reinforced robes") and heavy spear, (cosmetically renamed "war staff")
This changes her Defense to the following:
Defense: 11
Magic Defense: Insight +1, total 9, Initiative -3
And her attack looks like this:
War Staff - Attack Dex+Might: d6+d8. Damage: High Roll +12, Physical
That's all her money.
Step Eight - Name and Pronouns
And now we give her a name... and I think I'm going to expose some of my childhood media and name her Althea with the pronouns she/her
Althea
Identity: A sweet girl who will protect others to her last breath.
Theme: Hope
Origin: Blessed mountain village.
Attributes
Dexterity: d6
Insight: d8
Willpower: d8
Might: d10
Skills
Fury: Provoke 1
Guardian: Fortress 1
Guardian: Defense Mastery 1
Orator: Condemn 1
Orator: Encourage 1
Figured Stats and Gear
Hit Points: 68
Mind Points: 50
Inventory Points: 6
Defense: 11 (Mountain Robes)
Magic Defense: 9 (Mountain Robes)
War Staff: d6+d10, HR+12
Initiative: -3 (Mountain Robes)
Onward!
I think this is a game where carrying the char gen into a full character build to maximum level 50. I'm not going to do it level by level in this because there's really nothing that's tied to level. Attribute dice go up twice and some skills become more effective, but nothing else. So I'm going to just jump to the end-game plan.
As a caveat, I am going to point out again that all my plans are flexible and will change based on the opportunities and challenges I find in gameplay, but I like to have them as a combination of my character's intentions for where to go and also my own interests in where to take her story.
Level 50 Althea
First, at levels 20 and 40, we increase two Attributes by one die size to a maximum of d12. This will be Might to d12 and Willpower to d10.
Now, we have to choose the other classes we'll take. Because, in Fabula Ultima, you can only take each class up to level 10 and you can have a maximum of 3 unmastered classes.
So, we need at least two more classes, or 4 more classes if we're not interested in mastering all of them. However, I think I'm going to go with 5 mastered classes. And those will be:
Arcanist - Merge with powerful spirits.
Fury - Taunting, adrenaline, and berserk.
Guardian - Defense focused skills.
Orator - Communication skills.
Weaponmaster - Attack skills.
Let's start with the classes closest to the concept and go from there. There will also by 5 Heroic Skills, one for each mastered class, but I'll hit those at the end all together.
Guardian I think will start with the two non-ranked skills. There is also a skill called "Dual Shieldbearer" but we're not taking those.
Protect - The dive in front of someone skill mentioned above.
Bodyguard - Ability to use Guard to protect other people.
And now on to the two ranked skills. They can both go to level 5, but we with the above two skills we only have 8 levels to spend. One of these increases HP and the other reduces incoming damage. I'm going to max out the one that reduces incoming damage, as I tend to find that more powerful overall. So:
Defense Mastery 5 - Reduce incoming damage by 5 as long as she's using martial armor or shields.
Fortress 3 - Increase HP by 9.
For Orator, we want to emphasize the character traits of patience and trying communication. There's only one non-ranked skill here, but I think I will get it. It allows you to acquire a temporary friend as long as you are kind and respectful.
Unexpected Ally - Gain a temporary ally if you have treated someone well.
As for ranked skills, the one short scene in the inspiring post has the character speak firmly and not-so-vaguely threateningly, but still kind and patient. So that was why I took "Condemn" before. I'm also going to take "Persuasive" and "Encourage", which lets her talk people down or boost morale.
I didn't think I was going to, but I think I'm going to max out Condemn. It wouldn't take much to max out Persuasive as well, but I'm going to leave it at rank 1 instead as it is pretty expensive to use, and I imagine that role would go more toward other members of her party. Encourage would max out at 6, but I can only take it to 4.
There is a fourth ranked skill called "My Trust in You" but it's a bit more back-rank nature than I want for this character.
That results in the following:
Condemn 4 - Enemy loses 40 MP and suffers shaken or dazed.
Persuasive 1 - Complete an extra step in a clock when using charm, deception, diplomacy, or intimidation.
Encourage 4 - Target heals 20 HP and temporary boosts one attribute.
The Fury is more obviously a damage dealer, but there are some definite defensive skills in there. There is a non-ranked, "Frenzy" but it is for use with brawling, daggers, flails, and thrown weapons and our lady focuses on polearms (ie "spears" reskinned as war-staves)
The ranked skills include "Adranaline" which causes you to do increased damage when your health is low, "Withstand" which lets you beef up your ability to use the Guard action. "Provoke" is a taunt. "Indomitable Spirit" gives extra recovery benefits to using Fabula points, the game's meta-currency.
I'm actually going to dip into all of this. Except Provoke, which will be maxed.
Adrenaline 2 - Add 4 extra damage to attacks when under half-HP.
Indomitable Spirit 1 - When spending Fabual points also heal 5 HP, 5 MP, or remove a status effect.
Provoke 5 - Add a +5 bonus to Might+Willpower checks to taunt people.
Withstand 2 - When guard without providing cover to others, heal HP equal to twice highest Bond and improve Willpower to d12 for one round. (if Might wasn't already max, could improve that too)
The weaponmaster focuses on the use of, unsurprisingly, weapons, and is very much an offense oriented class. There are two non-ranked skills, both of which we'll take. "Bladestorm" which allows for attacking multiple targets. And "Counterattack" which does what it says.
Bladestorm - Spend 10 Mind Points to increase the number of targets attacked by 1 to a maximum of 3.
Counterattack - When an enemy's attack against you has an even number on its accuracy total, whether it hits or misses, you get a free attack.
Now, to the remaining 8 levels. Let's look at the ranked skills, "Breach" allows you to make an attack that will either destroy gear or make them vulnerable to the next attack. "Boneshaker" allows you to inflict statuses or Mind Point damage rather than Hit Points. "Melee Weapon Mastery" improves your accuracy with weapons. I'm going to max out the mastery and then dip into the other two here, so she'll have a little bit of all the Weaponmaster skills.
Melee Weapon Mastery 4 - Add a +4 to accuracy checks with Melee weapons.
Breach 2 - Make an attack that can do one of the following: destroy a shield, destroy armor, or increase the next damage to this target by 4.
Boneshaker 2 - When hit with an attack can choose to deal no damage to do one of the following: inflict dazed, inflict weak, or the target loses 20 Mind Points.
Now we come to the oddball of this build. I could have chosen Rogue for some initiative and speed shenanigans or Darkblade for some alternate grim tankiness. But instead, I'm going to go with her bonding to some sort of spirit.
And this one is fairly easy, one of the Ranked skills only works with spell-casting, which this character does not do. This is "Arcane Circle" which allows a character to cast a spell for free they dismiss an Arcana they summoned in a prior turn. This is on top of the benefits for releasing an Arcana.
So, that leaves us with the following, all of which I can actually max out so instead of describing them and relisting, I'll just list them.
Arcane Regeneration 2 - Recover 10 HP when summoning an Arcana. (yes it maxes at rank 2)
Bind and Summon - This allows you to bind yourself to an Arcana, a sort of spirit. It costs 40 Mind Points to do so.
Emergency Arcanum 6 - If under half-health, the cost to summon Arcanum is reduced by 30.
Ritual Arcanism - You may perform Arcanism rituals, narrative magic not usable in a combat.
As for the Arcanum... I'm going to say she found three of the example Arcanum rather than create new ones:
Arcanum of Gate: While merged, resist Dark damage and +1 Magic Defense. When Dismissed either teleport the party OR deal Dark damage to enemies.
Arcanum of the Oak: While merged resist Earth and Poison. Immune to Poisoned effect. Healing is more effective on you. When dismissed, heal the party and clear poisoned status.
Arcanum of the Tower: While merged, your allies (not you) gain resistance to one elemental damage. When dismissed deal Light damage to enemies.
Now, every time you master a class by reaching level 10, you gain a Heroic Skill in addition to the skill you gain for adding a level to that class. So that gives us several options as there are general Heroic Skills available to everyone and two skills associated with each class (though some are shared on multiple classes, like all the spellcaster classes can get "Powerful Spell"). Rather than list all the available Skills I'm just going to list the options I took.
Rampart (Guardian) - Resist damage and status effects in the first round.
Unbreakable (Guardian) - Survive a fatal hit once per scene.
Tempest Strike (Weaponmaster) - Concentrate "multi" attacks on a single target.
Disarming Rhetoric (Orator) - Convince enemies to retreat.
Extra HP - Have increased HP, pretty simple.
I'm also going to give her some items... these aren't the most expensive items in the game, but they do surpass the suggested increased budget for starting at higher level.
Sanctified Warrior Robes (reskinned Adamantorso) - Defense 12, Magic Defense: 8 (Insight), Initiative -4, Resistance to physical damage.
Whirlwind Staff (base Heavy Spear) - two-handed, Mig+Mig, Damage: HR+16, Multi 2 on all attacks.
Emboldening Scarf - Immune to Shaken and Dazed.
Level 50 Althea
Althea
Identity: A sweet girl who will protect others to her last breath.
Theme: Hope
Origin: Blessed mountain village.
Attributes
Dexterity: d6
Insight: d8
Willpower: d10
Might: d12
Skills
Arcanist: Arcane Regeneration
Arcanist: Bind and Summon
Arcanist: Emergency Arcanum
Arcanist: Arcanism Rituals
Fury: Adrenaline 2
Fury: Indomitable Spirit 1
Fury: Provoke 5
Fury: Withstand 2
Guardian: Bodyguard
Guardian: Fortress 3
Guardian: Defense Mastery 5
Guardian: Protect
Orator: Condemn 4
Orator: Encourage 4
Orator: Persuasive 1
Orator: Unexpected Ally
Weaponmaster: Bladestorm
Weaponmaster: Boneshaker 2
Weaponmster: Breach 2
Weaponmaster: Counterattack
Weaponmaster: Melee Weapon Mastery 4
Heroic Orator Skill: Disarming Rhetoric
Heroic Skill: Extra HP
Heroic Guardian Skill: Rampart
Heroic Weaponmaster Skill: Tempest Strike
Heroic Guardian Skill: Unbreakable
Ritual Domains
Arcanism
Arcanum of the Gate
Merge: +1 Magic Defense, Resist Dark damage
Dismiss: Either Oblivion (deal 30 Dark damage to any number of creatures, ignore resistances) OR Teleport (party travels to a place up to 1 day's travel distance)
Arcanum of the Oak
Marge: Resist Earth and Poison, Immune to Poisoned, Gain +5 HP when receives healing
Dismiss: Blossom: Heal any number of chosen creatures 60 HP and remove Poisoned status on all affected.
Arcanum of the Tower
Merge: Choose on damage type: air, bolt, dark, earth, fire, or ice. All allies (not you) are resistant to that damage type.
Dismiss: Judgment: Deal 30 Light damage to any number of creatures, ignore resistances.
Figured Stats and Gear
Hit Points: 154 (d12 Might, Fury, Guardian, Weaponmaster, Fortress 3, Extra HP)
Mind Points: 110 (d10 Willpower, Arcanist, Orator)
Inventory Points: 6
Defense: 12 (Sanctified Warrior Robes) - Resist Physical damage
Magic Defense: 8 (Sanctified Warrior Robes)
Whirlwind Staff: d12+d12+4(Mastery), HR+16, Multi 2
Emboldening Scarf: Immune to Dazed and Shaken
Initiative: -3 (Sanctified Warrior Robes)
#tabletop roleplaying game#ttrpg#roleplaying games#tabletop roleplaying#character creation#femme tank#character build#Fabula Ultima#JRPG
2 notes
·
View notes
Text



I absolutely love how detailed Pine Ridge's editor is, especially when you push it to make whatever in a part limit! This is a 3D version of my mischievous entity OC, Bon Bon!
Built within a RP Roblox game's editor! (You should check the game out!)
#pine ridge#roblox#character build#customroblox avatar#avatar#roblox rp#entity#creatura#silly#mischievous#a goober#goober#what crimes will they do....#crime number one is existing in the normal world#bon bon is candy inspired! they'll also give you a small piece of taffy for no reason#1 taffy fan
6 notes
·
View notes